That said, the game suffers from terrible balancing [expect significant stalling, and emphasizing certain upgrades over others], and- despite a varied assortment of upgrade sections- is extremely limited in design. Why can the enemies not fight back, thus also allowing us to consider defensive upgrades? Why are there no variations to the gameplay? Why are upgrades extremely meaningless in their effect, after a point, other than key ones [such as weapons] of which there are just not enough opportunities to upgrade or receive upgrades via drops? And once again, what is with that terrible progression pacing?
Patience and dealing with monotony aren't things I have the slightest bit of trouble with, but by the time this game became thoroughly mindnumbing and stagnated in its progression, I was only glad to leave it behind, without any lingering considerations for it. As such, while this game isn't inherently bad [and a lot of the criticisms I've seen in the reviews seem to misunderstand how certain systems actually work], and even has a good design framework, it's so niche in its long-term appeal that I can't imagine it to anyone except those who are completely enthused about the idea of a game they only have to check three times a day, and that just to implement the most minor of tweaks to.
Well, the early stages of the game were a lot better, of course, and the developer seems to regularly rebalance game elements (in fact, I get a good impression of their investment in the game's development overall, even if I'm less favorable towards the game's current design depth). So it's not a complete write-off, either. If the developer makes existing features more robust, expands on the core of the gameplay, better caters to both active and offline elements, and better balances progression, I imagine I wouldn't have any reason not to move this over to a Recommended.
Aside from the first few days of play, the time investment in this game is pretty meaningless, after you've gotten the game's automation elements upgraded. Given the subjectiveness of the game's weaknesses and the game being free to play, I can't say the game isn't worth a try.
But I can only say that to the most dedicated of idle players- because, again, even as one of those, I found this a particularly dull offering, even if it wasn't near as troubled [eg, by paid elements, interface issues, underdeveloped components, or so forth] as other notable idle offerings.
Again, not saying this game is bad, persay. If you've any inclination to try it regardless of this review, then you probably should. With my having clarified how the game only gets worse balanced and stagnated as it goes on, you should be able to more readily develop a clear idea of when you're done with the game.
On the other hand, if you're not into idle games to begin with, I can't see this offering at all being the one to bring you into the fold, and I can see it being one that'd reinforce negative impressions of the genre [or at least, of its ability to be stimulating, engaging, or creative].